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after image
escape plan
thats pretty much it, actually i wouldnt even always take after image. and when i have velvet choker or timelord as a boss i wouldnt take the escape plan obv.
other cards i pick really often:
footwork, cloak and dagger, burst, terror, malaise, blur, calculated gamble +
cards i still pick quite often:
dagger spray, backflip, leg sweep, well laid plans
this is NOT a tier list, just to be clear.
also, there are very few cards that you take in any build, the game isnt that linear. you have to adapt your card choices to your path, your boss, your hp etc.
Well laid plan
After image
Escape plan
Calculated gamble
Other "always pick" cards include Adrenaline, Well Laid Plans, Burst, and Blur.
EDIT: Also Footwork, obviously. Almost can't have too many of those.
After Image
[Footwork : edit : not against the Awakened One]
(And I think I never skip when i can take a Piercing Wail)
-
Escape plan is really bad if you have few skill it give you (1.5-) block and is bad for : snecko, snecko eye, the chosen, time eater, velvet choker, gremlin nob, etc...
But of course, if you have some dexterity and/or a lot of skill, it stay a good card.
Footwork (duh)
Escape Plan (I tend to run skill-heavy, so this procs well; and even if not, still draw)
Piercing Wail (it exhausts and can be a life safer or at least a staller)
After Image (it's great innate)
Backflip (for that sweet draw)
Dagger Throw (at least one, for card draw/discard)
As for those who say "not against the Time Lord/Awakened" -- there's no way to know that at the start, so I just cross my fingers and hope.
Same for the velvet choker -- you can't know in advance. I also think I have NEVER taken it for Silent -- the drawback is too much for her.
Adrenaline.
After Image (usually as I wont see a second Footwork or more. also it can be innated)
Footwork
Noxious Fumes
Well-Laid Plans
Honorable Mentions.
Blur
Bouncing Flask
Burst
Catalyst
Cloak and Dagger (I think of it as defence and offence in one)
Escape Plan
Infinite Blades (Free damage every turn)
Leg Sweep
Malaise
Piercing Wail
Sucker Punch
Colorless Mentions
Apotheosis (If 50% or so of my deck is still not upgraded)
Dark Shackles
Sadistic Nature
Blur
Backflip
Escape Plan
Footwork
Adrenaline
Was hard to narrow it down to 5.
I've probably underestimated Footwork historically, and should probably add that to my list.
Malaise and Calculated Gamble are extremely difficult to turn down.
Terror and Noxious Fumes are honorable mentions since, while they are strategy dependent, they're basically two sides of the coin. Strategies where you don't take Terror are the strategies where you take Noxious Fumes, and vice versa. Though in decks that make Terror work, Noxious Fumes might still be good.